Post by Admin ! on Feb 14, 2009 23:51:56 GMT -5
These are the categories of the type of psychic your character can be. Even though some types are considered more powerful then others, your character is not god so be reasonable when choosing the power and playing it.
MOVER;; Movers have telekinesis; they are able to move objects, including living organisms, without touching them. Sufficiently skilled movers can apply this force as powerful blows capable of shattering concrete, and produce shields that can diffuse damage and even deflect bullets.
PUSHER;; Pushers can "push" specific thoughts, memories, and emotions into their targets. This technique can be used to gain a subject's trust or to make them perform any action, even suicide, without question. Skilled pushers can implant complex histories into a subject, convincing them that an ally murdered a loved one, or that they are actually an ally themselves.
WATCHER;; Watchers are clairvoyant; they experience visions of the future and typically record their visions in sketch books. Watchers can read a target's intentions, meaning that they can know what a person has decided to do before they actually do it. The future is typically not static; when a watcher becomes directly involved in the events he or she foresees, those events tend to change more rapidly. A Watcher's skill is primarily rated by how far they can see into the future and how well they interpret these visions.
BLEEDER;; Bleeders have the ability to emit high-pitched sonic vibrations that can inflict intense damage on living tissue and inanimate objects, either as an area or precision attack.
SNIFF;; Sniffs possess a form of psychometry; by either smelling or touching an object, they can see either the object's history or the current whereabouts and activities of the object's owner. Depending on the individual sniff and the situation, he or she may see images related to the target or they may receive a directional sense of the target's location.
SHIFTER;; Shifters can transmute objects on a temporary basis. The object remains in its changed form even when no longer in the Shifter's possession, but it will eventually revert, for example a one dollar bill a shifter changed to a hundred dollar bill could stay that way for hours.
WIPER;; Wipers can erase memories. They can erase specific events or specific durations of time. These erasures can be used as a defense against a Watcher's clairvoyance, as they can only perceive actions as a chain of events - if a target forgets his motivations, his actions can no longer be predicted.
SHADOWS;; Shadows are able to shield an area from detection via other powers. It is generally believed that a shadow can only block detection by sniffs, but it is discovered that a sufficiently powerful shadow can also hide a target from watchers.
STITCHER;; Stitchers can perform psychic surgeries, instantly repairing or inflicting lethal trauma.
These are the other non-psychic categories your character could be sorted into.
DIVISION ONE;; While Division One does have paranormals who work for them, there are other higher ups who are civilians. Some work on capturing the loose psychics, and others on augmentation drug experiments on humans.
CIVILIAN;; Your everyday public. They aren't supposed to know about the psychics, but it makes you wonder what will happen if they meet one?
OTHER;; On the off chance there is some other category that doesn't fit into the other groups. It'll be put into this unless I feel it deserves it's own category.
MOVER;; Movers have telekinesis; they are able to move objects, including living organisms, without touching them. Sufficiently skilled movers can apply this force as powerful blows capable of shattering concrete, and produce shields that can diffuse damage and even deflect bullets.
PUSHER;; Pushers can "push" specific thoughts, memories, and emotions into their targets. This technique can be used to gain a subject's trust or to make them perform any action, even suicide, without question. Skilled pushers can implant complex histories into a subject, convincing them that an ally murdered a loved one, or that they are actually an ally themselves.
WATCHER;; Watchers are clairvoyant; they experience visions of the future and typically record their visions in sketch books. Watchers can read a target's intentions, meaning that they can know what a person has decided to do before they actually do it. The future is typically not static; when a watcher becomes directly involved in the events he or she foresees, those events tend to change more rapidly. A Watcher's skill is primarily rated by how far they can see into the future and how well they interpret these visions.
BLEEDER;; Bleeders have the ability to emit high-pitched sonic vibrations that can inflict intense damage on living tissue and inanimate objects, either as an area or precision attack.
SNIFF;; Sniffs possess a form of psychometry; by either smelling or touching an object, they can see either the object's history or the current whereabouts and activities of the object's owner. Depending on the individual sniff and the situation, he or she may see images related to the target or they may receive a directional sense of the target's location.
SHIFTER;; Shifters can transmute objects on a temporary basis. The object remains in its changed form even when no longer in the Shifter's possession, but it will eventually revert, for example a one dollar bill a shifter changed to a hundred dollar bill could stay that way for hours.
WIPER;; Wipers can erase memories. They can erase specific events or specific durations of time. These erasures can be used as a defense against a Watcher's clairvoyance, as they can only perceive actions as a chain of events - if a target forgets his motivations, his actions can no longer be predicted.
SHADOWS;; Shadows are able to shield an area from detection via other powers. It is generally believed that a shadow can only block detection by sniffs, but it is discovered that a sufficiently powerful shadow can also hide a target from watchers.
STITCHER;; Stitchers can perform psychic surgeries, instantly repairing or inflicting lethal trauma.
These are the other non-psychic categories your character could be sorted into.
DIVISION ONE;; While Division One does have paranormals who work for them, there are other higher ups who are civilians. Some work on capturing the loose psychics, and others on augmentation drug experiments on humans.
CIVILIAN;; Your everyday public. They aren't supposed to know about the psychics, but it makes you wonder what will happen if they meet one?
OTHER;; On the off chance there is some other category that doesn't fit into the other groups. It'll be put into this unless I feel it deserves it's own category.